Good workflow overall. However, in Unity registry, there is a free Recorder you can use to get PNG images with a transparent background. If you have an animation (walk for example), you can record an image sequence that can be turned into a spritesheet within minutes.
that's what im gonna tell here. yes its the best way James. otherwise you'll lose hundreds of hours to make spritesheets of a character. recorder would let you catch animations and you can convert into a gif that after and then spritesheets probably. there are lots of tools for it online.
As mentioned by others, I use the Unity Recorder or C# to create most of my 3D to 2D transparent characters images or scenes that I post in 2D. The 2D CTA4 software takes swf files (using flash software) for characters and PSD for extracted Unity 3D snapshot scenes.
I wanted a project that already had this unity recorder, so I could always open all the things I wanted to transform from 3d to 2d, I can't create it, could someone create it for me and send it? everything is fine with unity recorder and scene, just so I can import the model and adjust it and then export it in a sequence of images
I guarantee there is a better way to extract the subject from the background in unity directly by accessing the camera buffer. Saving from this method should allow you to save the image in any resolution (1x,2x,4x,,8x etc.) I do not have an exact idea on how to do it but I am positive this can be done without the need for lossy background removal techniques in photoshop. Hell, it could even be automated to save the images in required angles for each model that's specified in a list.
Absolutely! You can clear no background on the camera.. Rotate the sprite and use Unity's ScreenCapture.CaptureScreenshot to save teh Image.. However, since I've never done it and this was an Add-on Tutorial for the doom series (just in case people couldnt find the sprites, they could make their own) lossless format wasn't super important since they're all pixelated anyway.. I might do a tutorial using Only Unity when I get the time to test for myself..
pretty good but too long run workaround if u want do the animations also, we could use blender and do 3d anim for 3d model and then it all export to pngs. there is an addon for that i believe. just search for that
Game dev be tedious sometimes.. Lol.. No but seriously you can automate atleast *half* of this procress by using just unity.. by writing a script to rotate the model and then saving a screenshot to ur directory.. I'm sure you could automate the 2nd half but outside my knowledge base since i don't know much about textures and how to modify them runtime.. but im sure something as this exists as well.
Could also be a good method.. Blender intimidates me, and I *can* navigate it, but it requires me to have a dedicated reference screen up at all times.. and I just don't wanna be suggesting ppl use a method that I don't for sure know how.. But I am still looking into doing this with an editor script that would speed it up a ton..
Got this working w/ the Recorder suggestion below. However, I built a simple enemy for my game that looks like a ring with a sphere in the middle. 4 arches, 4 cubes, 1 sphere. When I go to rotate my model my Y axis moves but so do the position coordinates which makes my animation off a bit. Is this a pivot point issue with my model?
Im a total novice, never used unity before today. So I'm wondering: Would it be possible to take every frame of an animation and turn it into a sprite? including the particles and anything procedural?
you would probably run the particles and procedural stuff separate of the animations. unless you mean procedural animation.. in case you'd control all the animations with code.. manipulating splines/rigs of some type.. if you mean magical aura's and stuff that'd be seperate
@@SpawnCampGamesThanks for the reply. I'm specifically talking about a lightning bolt animation which has procedural particles in it. I have the spritesheet of the bolt, but unity does the rest and adds the beautiful particle effets. Is it possible to capture that in a sprite also?
Very cool thanks! I am also going to try automate this with Unity's screen shot ability, perhaps a script can rotate and screen shot each frame of an animation...
Yup, i agree, theres many ways to do this.. Just figured I would show the fundamentals, basics... But here lately I have wanted to try out using the Editor and some Editor scripts to do the bulk for us..
I wanted a project that already had this unity recorder, so I could always open all the things I wanted to transform from 3d to 2d, I can't create it, could someone create it for me and send it? everything is fine with unity recorder and scene, just so I can import the model and adjust it and then export it in a sequence of images (pleaseeee)
@@SpawnCampGames Serious ? Can you believe I've been trying to do this for over two months? I ran out of hope and gave up, now I keep commenting on good videos like these hoping to be helped
I have a 3D model of a tank, I need to take several frames of the model at several angles (17 pictures) and import the images into a game as TGA. Can this technique work? Edit: just to add that the tank sprites or images need to be downsized considerably, just to give you an idea the scale of vehicles in game is 8pixels/meters
Oh, by the way, I made a really simple script to automatically take screenshots (just adjust your camera) for the animations. Just tested it, and it works, would really save up time on those screenshots. All the best to you! Here it goes: using UnityEngine; public class ScreenShots : MonoBehaviour { //animation Duration set timerMax to the duration of the animation [SerializeField] float timerDuration = 8f; int shotIndex = 0; float timer = 0; bool timerEnd = false; void Update() { if(timer < timerDuration && !timerEnd) { timer += Time.time; ScreenCapture.CaptureScreenshot($"Screenshot{shotIndex}.png"); shotIndex++; } else { timerEnd = true; //count screenshots, Assets\Screenshots Debug.Log(shotIndex); } } }
What is exactly the point of doing this? You have the model you have the animations and you want to do a 2D game you’re just going to lock the camera on a plane anyway. So just using the 3D models in a 2D game is going to look the same as doing this.
theres dozens of better ways to do this.. just illustrating (1).. more of a thought experiment.. for people to generalize themselves with the concept of stop motion/ animation more than anything..
@@SpawnCampGames I see, I'm just contemplating whether I should do this for my 2D game or just keep the 3D model as is. The camera is locked on a plane so I think cosmetically it would look the same.
This is worst way doing it! I am sure guys in hell are doing sprite animations in this terrible way all the time. Serves them right! P.S. by the way, I wonder from where you are posting? 🙄
I don't comment much on videos but you have done a brilliant job here. Clear instructions and the fact your showing both Gimp and PS is great.
Good workflow overall. However, in Unity registry, there is a free Recorder you can use to get PNG images with a transparent background. If you have an animation (walk for example), you can record an image sequence that can be turned into a spritesheet within minutes.
What's the name of the tool sir?
whats the name of the tool?
@@ruebeliever8488 It's the Unity Recorder, in the Unity Regisrtry.
that's what im gonna tell here. yes its the best way James. otherwise you'll lose hundreds of hours to make spritesheets of a character. recorder would let you catch animations and you can convert into a gif that after and then spritesheets probably. there are lots of tools for it online.
Make a tutorial for it lol
THIS IS WHAT WE'VE BEEN WAITING FOR
THE RETURN OF THE KING
Hahah.. im back at it >8))
@@SpawnCampGames Now back to the doom series 👀
@@GLITCHYSKY228 ROGER DODGER :) :)
As mentioned by others, I use the Unity Recorder or C# to create most of my 3D to 2D transparent characters images or scenes that I post in 2D. The 2D CTA4 software takes swf files (using flash software) for characters and PSD for extracted Unity 3D snapshot scenes.
Absolutely..
please help me ?
I wanted a project that already had this unity recorder, so I could always open all the things I wanted to transform from 3d to 2d, I can't create it, could someone create it for me and send it? everything is fine with unity recorder and scene, just so I can import the model and adjust it and then export it in a sequence of images
Nah this is one crazy good tutorial
I guarantee there is a better way to extract the subject from the background in unity directly by accessing the camera buffer. Saving from this method should allow you to save the image in any resolution (1x,2x,4x,,8x etc.)
I do not have an exact idea on how to do it but I am positive this can be done without the need for lossy background removal techniques in photoshop. Hell, it could even be automated to save the images in required angles for each model that's specified in a list.
Absolutely! You can clear no background on the camera.. Rotate the sprite and use Unity's ScreenCapture.CaptureScreenshot to save teh Image.. However, since I've never done it and this was an Add-on Tutorial for the doom series (just in case people couldnt find the sprites, they could make their own) lossless format wasn't super important since they're all pixelated anyway..
I might do a tutorial using Only Unity when I get the time to test for myself..
@@SpawnCampGames I would love to watch it and even try to automate it..
It could be a great feature for a platformer
pretty good but too long run workaround if u want do the animations also, we could use blender and do 3d anim for 3d model and then it all export to pngs. there is an addon for that i believe. just search for that
if you have even not few hundred but something like 30 animated 3d models with a lot of animations doing that by hand will be quite tedious!
Game dev be tedious sometimes.. Lol.. No but seriously you can automate atleast *half* of this procress by using just unity.. by writing a script to rotate the model and then saving a screenshot to ur directory.. I'm sure you could automate the 2nd half but outside my knowledge base since i don't know much about textures and how to modify them runtime.. but im sure something as this exists as well.
Amazing. So clear. Thank you very much!
why would you hide the code?
Great! Why did you blocked out code? :(
You Can Also Use Adobe Animate It Also Allows Exporting Spritesheets Also
why dont just import it into blender and render it with multiple view angles?
Could also be a good method.. Blender intimidates me, and I *can* navigate it, but it requires me to have a dedicated reference screen up at all times.. and I just don't wanna be suggesting ppl use a method that I don't for sure know how.. But I am still looking into doing this with an editor script that would speed it up a ton..
Got this working w/ the Recorder suggestion below. However, I built a simple enemy for my game that looks like a ring with a sphere in the middle. 4 arches, 4 cubes, 1 sphere. When I go to rotate my model my Y axis moves but so do the position coordinates which makes my animation off a bit. Is this a pivot point issue with my model?
Thank you, just what I was looking for.
Great video!
Im a total novice, never used unity before today. So I'm wondering: Would it be possible to take every frame of an animation and turn it into a sprite? including the particles and anything procedural?
you would probably run the particles and procedural stuff separate of the animations. unless you mean procedural animation.. in case you'd control all the animations with code.. manipulating splines/rigs of some type.. if you mean magical aura's and stuff that'd be seperate
@@SpawnCampGamesThanks for the reply.
I'm specifically talking about a lightning bolt animation which has procedural particles in it. I have the spritesheet of the bolt, but unity does the rest and adds the beautiful particle effets. Is it possible to capture that in a sprite also?
can't say ive ever tried it.. but to me i would layer that on top of my animations to keep it easy @@NeolardoPwn
Very cool thanks! I am also going to try automate this with Unity's screen shot ability, perhaps a script can rotate and screen shot each frame of an animation...
this is genius, great quality video as well. you definitely earned a sub from me. looking forward to more excellent videos
Thank you!
but thumbs up is good to start with this for beggining i think even I will try it like this cuz our game got small scope
so thanks man :)
why is there a weird noise in your voice (like u r eating)? thx for the video btw
iono bro, i may be
Thank you so much!
You could just take a video with a low frame rate, then convert it to an image sequence.
Yup, i agree, theres many ways to do this.. Just figured I would show the fundamentals, basics... But here lately I have wanted to try out using the Editor and some Editor scripts to do the bulk for us..
can you tell me back ground music 0:43
Took some work to find the actual song name but I believe it's C21 FX - After the Fall
I wanted a project that already had this unity recorder, so I could always open all the things I wanted to transform from 3d to 2d, I can't create it, could someone create it for me and send it? everything is fine with unity recorder and scene, just so I can import the model and adjust it and then export it in a sequence of images (pleaseeee)
I have a friend that made one a while ago.. I'll check if he has it online anywhere.
@@SpawnCampGames Serious ? Can you believe I've been trying to do this for over two months? I ran out of hope and gave up, now I keep commenting on good videos like these hoping to be helped
@@SpawnCampGames thank you s2
@@SpawnCampGames hii
I have a 3D model of a tank, I need to take several frames of the model at several angles (17 pictures) and import the images into a game as TGA.
Can this technique work?
Edit: just to add that the tank sprites or images need to be downsized considerably, just to give you an idea the scale of vehicles in game is 8pixels/meters
What version is he using
Very good tutorial well done. 👍
Many thanks to you good sir.
Oh, by the way, I made a really simple script to automatically take screenshots (just adjust your camera) for the animations. Just tested it, and it works, would really save up time on those screenshots. All the best to you!
Here it goes:
using UnityEngine;
public class ScreenShots : MonoBehaviour
{
//animation Duration set timerMax to the duration of the animation
[SerializeField] float timerDuration = 8f;
int shotIndex = 0;
float timer = 0;
bool timerEnd = false;
void Update()
{
if(timer < timerDuration && !timerEnd) {
timer += Time.time;
ScreenCapture.CaptureScreenshot($"Screenshot{shotIndex}.png");
shotIndex++;
} else {
timerEnd = true;
//count screenshots, Assets\Screenshots
Debug.Log(shotIndex);
}
}
}
What is exactly the point of doing this? You have the model you have the animations and you want to do a 2D game you’re just going to lock the camera on a plane anyway. So just using the 3D models in a 2D game is going to look the same as doing this.
theres dozens of better ways to do this.. just illustrating (1).. more of a thought experiment.. for people to generalize themselves with the concept of stop motion/ animation more than anything..
@@SpawnCampGames I see, I'm just contemplating whether I should do this for my 2D game or just keep the 3D model as is. The camera is locked on a plane so I think cosmetically it would look the same.
cannot select all together why u even make video ?
Woah...
This is worst way doing it! I am sure guys in hell are doing sprite animations in this terrible way all the time. Serves them right!
P.S. by the way, I wonder from where you are posting? 🙄